deadeye's Forum Posts

  • Hot damn! You just saved my ***

    Thanks, Drasa!

  • I've got a problem, and I need a quick answer. Are sprite distortions broken in the latest build, or am I doing something wrong? Here are the events:

    System: Start of layout
    

    Sprite: Set distort map size to 16, 16

    System: For "x" from 0 to 16

    System: For "y" from 0 to 16

    Sprite: Set displacement at (loopindex("x"), loopindex("y")) to (sin(timer * 0.05 + loopindex("y") * 15) * 0.05, cos(timer* 0.05 + loopindex("x")*1200) * 0.05)[/code:2ppcaqoy]

    When I run the .cap, nothing happens. The sprite just sits there perfectly still. I stole the math from David's example:

    David's example also doesn't seem to work any more, when I run it the sprite disappears so I can't even tell if it's distorting

    Please help! I'm on a deadline, so I need to know if there's a way to make this work or if I should start animating an effect by hand...

  • Well its nice to know im not the oldest one here for a change...

    Same. It seems like every forum I go to everyone is way younger than me. Old people like games too, dammit . Hell, I've got consoles and game carts that are older than half the people in this thread.

  • <img src="http://willhostforfood.com/files3/3526437/disgusting.PNG">

    It's getting down to the wire... I don't know if I'm going to make it.

    I have pretty much all the coding done. I still need to do two major art pieces, sound effects for the ship scene and the main level, and a song for the level. After that it's just a matter of stitching everything together as fast as possible.

    The deadline is listed as midnight on Friday, Nov. 27th... but Friday is the 28th so I don't know what's up with that. Either way I'm really friggin short on time.

  • Yeah, I think he means a spring.

    Here's a .cap with an example:

    http://willhostforfood.com/users/deadeye/spring.cap

    It uses just one event.

    Also, it shows how you can change the default jump key in the application properties. I changed the jump to Z.

  • There is no support yet for defining controls at runtime. It's on Ashley's to-do list.

  • Even if you made a custom platform movement, you still wouldn't be able to set your controls at runtime. Not until there's support for it.

    There might possibly be a way to do it with just alphanumeric keys, but special character keys (the arrows, Shift, Ctrl, Space, etc,) wouldn't be an option.

  • There is no support yet for defining controls at runtime. It's on Ashley's to-do list.

    I'm not even sure how you would go about making your own customizable controls. How exactly are you doing it? And if you post your .cap, someone might be able to help out.

  • What do you mean "user controlled platform movement?" The platform behavior is already, by default, user controlled.

    Do you mean the platform behavior isn't working for you? What are you trying to do, specifically?

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  • 'Jump' will make the character jump even if in mid air. Use a little detector sprite beneath the player's feet to make sure they're on the ground before jumping.

    The "Is on ground" condition works decently enough for that.

    and for the jump platform? :p:p

    What do you mean?

    And may I ask why you're setting the platform behavior to ignore and manually coding the keyboard controls? The default controls work fine.

    Unless you're making a 2-players-on-one-keyboard game . That's the only reason I can see to do that.

  • I was going to make the mind-control guy have a third eye but it didn't look quite right so I just left it.

    I like it, but it might be time for a change.

  • How did you create the "Q" control? Did you select a new key for "Jump" in the application properties, or did you create an "On 'Q' Key pressed" condition?

    Also, I recommend you post your .cap so someone can have a look.

  • I've been using the platform movement a lot with the latest build and I haven't noticed any issues like that.

    The only problem I've come across is when I put Platform behavior on my enemies they often don't report when they're squarely on the ground so they keep on showing their "falling" animation even when they're walking. It's on my list of bugs to report. I had to make a workaround with foot detectors to fix the issue.

    If your character is falling through solids, make sure your solid objects are thick enough to detect when the character's speed gets really high.

  • Huh? I thought it was supposed to work that way

    But yeah, I think the fixed way would be more useful

  • Not to mention it's easier to code for. You only have one or two different things to detect rather than 20 or 30 (yeah, you could use Families but if you don't have to then why bother?).

    It's also much easier to build levels that way. It's easier to move instances of one object around for testing, rather than 20 or 30. And when your level is how you like it, you put the decorations on after.